All pastes #256983 Raw Edit

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public c v1 · immutable
#256983 ·published 2006-11-24 21:35 UTC
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static BoolgroupPaintWindow (CompWindow * w,                   const WindowPaintAttrib * attrib,                   Region region, unsigned int mask){    Bool status;    GROUP_WINDOW (w);    GROUP_SCREEN (w->screen); 	UNWRAP (gs, w->screen, paintWindow);    status = (*w->screen->paintWindow) (w, attrib, region, mask);    WRAP (gs, w->screen, paintWindow, groupPaintWindow);    if (status && gw->inGroup)    {		glPushMatrix ();        glDisableClientState (GL_TEXTURE_COORD_ARRAY);        glEnable (GL_BLEND);		if (gs->glowTexture)		{			glBindTexture (GL_TEXTURE_2D, gs->glowTexture);			glEnable (GL_TEXTURE_2D);		}		glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);		glBlendFunc (GL_SRC_ALPHA, GL_ONE);		glColor4usv (gs->opt[GROUP_SCREEN_OPTION_LINE_COLOR].value.c);		float nearness = 5.0f;		float width = 16.0f;		float height = 16.0f;		float i;		int x1, x2, y1, y2;		srand(time(0));		for (i = 0.0f - (width / nearness);			 i < WIN_WIDTH (w) - width;			 i += width / nearness)		{			int natural = rand() % 2;			x1 = WIN_X (w) + i;			y1 = WIN_Y (w) - (width / nearness) + natural;			x2 = x1 + width;			y2 = y1 + height;			glBegin (GL_QUADS);			glTexCoord2d (0.0, 1.0);			glVertex2i (x1, y1);			glTexCoord2d (0.0, 0.0);			glVertex2i (x1, y2);			glTexCoord2d (1.0, 0.0);			glVertex2i (x2, y2);			glTexCoord2d (1.0, 1.0);			glVertex2i (x2, y1);			glEnd ();		}		srand(time(0));		for (i = 0.0f - (width / nearness);			 i < WIN_WIDTH (w) - width;			 i += width / nearness)		{			int natural = rand() % 2;			x1 = WIN_X (w) + i;			y1 = WIN_Y (w) + WIN_HEIGHT (w) - width + (width / nearness) - natural;			x2 = x1 + width;			y2 = y1 + height;			glBegin (GL_QUADS);			glTexCoord2d (0.0, 1.0);			glVertex2i (x1, y1);			glTexCoord2d (0.0, 0.0);			glVertex2i (x1, y2);			glTexCoord2d (1.0, 0.0);			glVertex2i (x2, y2);			glTexCoord2d (1.0, 1.0);			glVertex2i (x2, y1);			glEnd ();		}		srand(time(0));		for (i = 0.0f;			 i < WIN_HEIGHT (w) - height;			 i += height / nearness)		{			int natural = rand() % 10;			x1 = WIN_X (w) - (width / nearness);			y1 = WIN_Y (w) + i;			x2 = x1 + width + natural;			y2 = y1 + height + natural;			glBegin (GL_QUADS);			glTexCoord2d (0.0, 1.0);			glVertex2i (x1, y1);			glTexCoord2d (0.0, 0.0);			glVertex2i (x1, y2);			glTexCoord2d (1.0, 0.0);			glVertex2i (x2, y2);			glTexCoord2d (1.0, 1.0);			glVertex2i (x2, y1);			glEnd ();		}		srand(time(0));		for (i = 0.0f ;			 i < WIN_HEIGHT (w) - height;			 i += height / nearness)		{			int natural = rand() % 2;			x1 = WIN_X (w) + WIN_WIDTH (w) - width + (width / nearness) - natural;			y1 = WIN_Y (w) + i;			x2 = x1 + width;			y2 = y1 + height;			glBegin (GL_QUADS);			glTexCoord2d (0.0, 1.0);			glVertex2i (x1, y1);			glTexCoord2d (0.0, 0.0);			glVertex2i (x1, y2);			glTexCoord2d (1.0, 0.0);			glVertex2i (x2, y2);			glTexCoord2d (1.0, 1.0);			glVertex2i (x2, y1);			glEnd ();		}		glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);        glColor4usv (defaultColor);		glDisable (GL_TEXTURE_2D);        glDisable (GL_BLEND);        glEnableClientState (GL_TEXTURE_COORD_ARRAY);        glPopMatrix ();    }    return status;}